/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/ActiveGameplayEffectHandle.h
This handle is required for things outside ofFActiveGameplayEffectsContainerto refer to a specific active GameplayEffect For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. a pointer or index into the active list is not sufficient. These are not synchronized between clients and server.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FActiveGameplayEffectHandle